/*** * * Copyright (c) 2016-2019 Marco 'eukara' Hladik. All rights reserved. * * See the file LICENSE attached with the sources for usage details. * ****/ .int iMag_M4A1; #ifdef SSQC .int iMode_M4A1; #else int iWeaponMode_M4A1; #endif // Weapon Info weaponinfo_t wptM4A1 = { WEAPON_M4A1, // Identifier SLOT_PRIMARY, // Slot 3100, // Price CALIBER_556MM, // Caliber ID 0.92, // Max Player Speed 1, // Bullets Per Shot 30, // Clip/MagSize 33, // Damage Per Bullet 1, // Penetration Multiplier 8192, // Bullet Range 0.97, // Range Modifier TYPE_AUTO, // Firing Type 0.0875, // Attack-Delay 3.1, // Reload-Delay iAmmo_556MM, // Caliber Pointer iMag_M4A1, // Clip Pointer 220, // Accuracy Divisor 0.3, // Accuracy Offset 1.0, // Max Inaccuracy 4, // Minimum Crosshair Distance 3, // Crosshair Movement Delta 1.4, // Armor penetration ratio ATYPE_RIFLE, // Animation Type SHELL_RIFLE }; enum { ANIM_M4A1_IDLE, ANIM_M4A1_SILENCER_SHOOT1, ANIM_M4A1_SILENCER_SHOOT2, ANIM_M4A1_SILENCER_SHOOT3, ANIM_M4A1_SILENCER_RELOAD, ANIM_M4A1_SILENCER_DRAW, ANIM_M4A1_SILENCER_ADD, ANIM_M4A1_IDLE2, ANIM_M4A1_SHOOT1, ANIM_M4A1_SHOOT2, ANIM_M4A1_SHOOT3, ANIM_M4A1_RELOAD, ANIM_M4A1_DRAW, ANIM_M4A1_SILENCER_REMOVE }; void WeaponM4A1_Draw( void ) { #ifdef SSQC BaseGun_Draw(); #else if ( iWeaponMode_M4A1 == TRUE ) { View_PlayAnimation( ANIM_M4A1_SILENCER_DRAW ); } else { View_PlayAnimation( ANIM_M4A1_DRAW ); } #endif } void WeaponM4A1_PrimaryFire( void ) { #ifdef SSQC if ( BaseGun_PrimaryFire() == TRUE ) { if ( self.iMode_M4A1 == TRUE ) { sound( self, CHAN_WEAPON, "weapons/m4a1-1.wav", 1, ATTN_NORM ); } else { if ( random() <= 0.5 ) { sound( self, CHAN_WEAPON, "weapons/m4a1_unsil-1.wav", 1, ATTN_NORM ); } else { sound( self, CHAN_WEAPON, "weapons/m4a1_unsil-2.wav", 1, ATTN_NORM ); } } } #else int iRand = (int)floor( random( 1, 4 ) ); if ( iRand == 1 ) { if ( iWeaponMode_M4A1 == TRUE ) { View_PlayAnimation( ANIM_M4A1_SILENCER_SHOOT1 ); } else { View_PlayAnimation( ANIM_M4A1_SHOOT1 ); } } else if ( iRand == 2 ) { if ( iWeaponMode_M4A1 == TRUE ) { View_PlayAnimation( ANIM_M4A1_SILENCER_SHOOT2 ); } else { View_PlayAnimation( ANIM_M4A1_SHOOT2 ); } } else { if ( iWeaponMode_M4A1 == TRUE ) { View_PlayAnimation( ANIM_M4A1_SILENCER_SHOOT3 ); } else { View_PlayAnimation( ANIM_M4A1_SHOOT3 ); } } BaseGun_ShotMultiplierHandle( 1 ); #endif } void WeaponM4A1_Secondary( void ) { #ifdef SSQC // Just switch the modes quickly self.iMode_M4A1 = 1 - self.iMode_M4A1; self.fAttackFinished = time + 2; // Tell the client that we switched modes, too Client_SendEvent( self, EV_WEAPON_SECONDARYATTACK ); #else iWeaponMode_M4A1 = 1 - iWeaponMode_M4A1; if ( iWeaponMode_M4A1 == TRUE ) { View_PlayAnimation( ANIM_M4A1_SILENCER_ADD ); } else { View_PlayAnimation( ANIM_M4A1_SILENCER_REMOVE ); } #endif } void WeaponM4A1_Reload( void ) { #ifdef SSQC if ( BaseGun_Reload() == TRUE ) { // Play Sound } #else if ( iWeaponMode_M4A1 == TRUE ) { View_PlayAnimation( ANIM_M4A1_SILENCER_RELOAD ); } else { View_PlayAnimation( ANIM_M4A1_RELOAD ); } #endif }